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Face2Face: Real-Time Face Capture and Reenactment of RGB Videos
Justus Thies, Michael Zollhofer, Marc Stamminger, Christian Theobalt, Matthias Niessner
Real-time face reenactment system transferring facial expressions from a source actor to a target in monocular video using dense tracking.
Abstract
Face2Face is a method for real-time facial reenactment that transfers the expressions of a source actor, captured live with a commodity webcam, onto a monocular target video such as a YouTube clip, and re-renders the result photo-realistically. Actor identities are recovered from monocular video using a dense global non-rigid model-based bundling approach, while expressions of both source and target are tracked at runtime with a dense photometric analysis-by-synthesis formulation over a multilinear PCA face prior. Expressions are transferred via a sub-space deformation transfer technique that operates directly in the blendshape expression space, and a realistic mouth interior is synthesized by retrieving and warping the best matching mouth frame from the target sequence rather than copying the source mouth or using a generic teeth proxy. The optimization runs in real time on the GPU using a data-parallel iteratively reweighted least squares solver.
How to read this
- Category
- Method: real-time monocular face reenactment system
- Contributions
- Real-time expression transfer from a webcam source actor onto a monocular target video, re-rendered photo-realistically
- Dense analysis-by-synthesis tracking over a multilinear PCA face prior, with non-rigid model-based bundling to recover identity from monocular video
- Subspace deformation transfer in blendshape space plus a data-driven mouth-interior synthesis that retrieves and warps the best matching target mouth frame
- Context
- Builds on parametric face modeling in the lineage of Blanz and Vetter's morphable model, extending it to live monocular tracking and reenactment.Builds on: A Morphable Model for the Synthesis of 3D Faces
- Correctness
- Demonstrated on commodity webcam input and existing monocular videos; the realism leans on the multilinear prior and the mouth-retrieval step, so readers should keep in mind it assumes a recoverable target mouth appearance and a face that fits the learned subspace.
- Clarity
- Accessible at a high level; a first pass conveys the pipeline and the reenactment idea, but a second pass is needed for the analysis-by-synthesis optimization and the IRLS solver.
- How to read it
- First pass for the four-stage pipeline (tracking, bundling, transfer, mouth synthesis); do a second pass on the photometric energy formulation and GPU IRLS solver if you care about the real-time tracking math.
Builds on
Built upon by
Related work
- Reconstruction of Personalized 3D Face Rigs from Monocular Video 2016 / SIGGRAPH
- Example-Based Facial Rigging 2010 / SIGGRAPH
- 3D Morphable Face Models: Past, Present and Future 2021 / SIGGRAPH
- Neural Head Avatars from Monocular RGB Videos 2022 / CVPR
Keywords
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